Tag Archives: warlords spirit

The last time we checked on Warlords mana and projecting how far it would go was after the general raid trinket buffs and the reveal of the BRF raid loot (including two high-Spirit trinkets). Those two changes had severely accelerated potential Spirit growth from what I initially projected. Because of that, I went from saying that Spirit was looking to be fine (at launch) to saying that the growth had to be arrested, and that an easy and effective approach would be to simply put less Spirit on trinkets.

Since all that, there have been two more developments:

Blizzard, going directly counter to my opinion, further increased the Spirit on BRF trinkets. Not only through the global 5-ilvl buff, but through a significant Spirit-only buff to the two trinkets I linked above. The reasons for that have to do with the trinket itemization dilemma I touched on here; I won’t go into them now.

Completely reversing course, the datamined 6.2 healer trinkets now have low amounts of Spirit again. 379 at ilvl 695 (or equivalent) on all of them, far less than Autoclave and Talisman. This is now in line with exactly what I recommended.

So of course the question is, after all this, where did we land?

A Somewhat Convenient Truth

By now you’re probably familiar with the bar graphs from the previous versions of this analysis. If you’re not, the framework I use is to compute how much total mana a healer will have available to spend, in an encounter of fixed length (I use 6 minutes). This is to give a more practical and in-context comparison than simply looking at Spirit numbers, although in the Warlords system, Spirit on gear is the only part that varies. Without further ado:

Before the launch of the expansion, I made this post outlining, among other things, how I projected healer mana availability to increase over the course of Warlords. The conclusion was that, due to the fact that much of our mana comes from constant sources and comparatively little on gear (due to the limited slots on which Spirit can appear), the growth would be slow. It appeared that there would not be an explosion of mana that eliminated significant mana constraints on healer gameplay until ilvls beyond 750. Now seemed like a good time to revisit that analysis with any new information we’ve gained since launch.

The previous post’s projection of mana resources in Warlords. x-axis is ilvl. y-axis is thousands of mana available in a 6-minute encounter.

New Information and Assumptions

To review, the prior post’s analysis was done by examining the amount of Spirit available at each ilvl character with Spirit on two rings, a neck, a cloak, and one trinket, assuming all slots grew according to the standard ilvl budget formula. The framework used in the post is to look at the total mana a heal has available to spend during an encounter of a certain length (I used 6 minutes) from all sources: starting mana, base regen, Spirit, and so on. By and large the analysis is still correct. There are a few things that have either changed or were not taken into account the prior post:

You have a legendary ring. This made starting Spirit a little higher than projected, since many ilvl 615 characters had a 680 Spirit ring. However, it appears that you will keep the 680 ring at least into Foundry, and the next step is 690. The highest one currently datamined is 710. Finally, the proc doesn’t give Spirit, but rather Int (a lesson they probably learned from the Mists meta gem). So in the end, the ring doesn’t significantly affect the analysis.

You (probably should) have a Spirit enchant. It gives 500 Spirit, with a 15s second duration and a 40 second ICD. I’ll use 15/45 uptime below. In any case, it is constant, so it doesn’t affect growth.

Most or all healer-intended raid trinkets have Spirit. Wearing two Spirit trinkets will probably not be unusual; it’s worth considering.

Everburning Candle, when the dust settled, gives twice as much mana as its tooltip indicates. This results in it having an equivalent of 211 Spirit. That is actually less than normal for a Spirit trinket of its ilvl, so we can ignore it (the reason it continues to be so good is the extremely high Int).

Finally and most importantly, raid trinkets were all buffed to account for the trinket itemization problems that were noticed after launch. Because some trinkets were overbudget, Blizzard buffed all raid drop trinkets to ensure they were still strong relative to the others. This results in Highmaul and Foundry trinkets having stats that are higher that would be expected for their ilvl. One might guess that Blizzard will have to keep this up in future tiers to continue the trinket progression; in effect, they’ve been forced to increase the expected budget on trinkets. This is the main change we should focus on now.

All posts in this series can be found here. Good background for this post can be found in this entry.

Many of the big questions about the new healing gameplay in Warlords center around mana management. While that will probably be a complex topic throughout the expansion, one place we can start is by looking at exactly what’s changed regarding Spirit, regen, and the amount of mana you have to spend. I’ve been discussing recently how we have a temporary period of even more mana abundance than we had in 5.0, but that this not reflect Warlords healing at all. Here I’ll explore that in more detail as well as other questions about mana in Warlords.

Overview of Changes

To start with the facts–this how the basic parameters are changing:

A few other relevant points:

Spirit from will now only be available on certain slots (ring/neck/cloak/trinket). This affects how much you expect to have, which is discussed below.

Many significant sources of mana went away or will go away: most importantly, the meta gem and Innervate and similar spells.

Finally, spell costs as a % of base mana often went down. Not in every case, especially for spells that got design changes which increased costs (Chain Heal). AoE spells also tended to relatively increase. But many typical spells that were not changed, such as Rejuvenation, Renew, and Regrowth cost around 2/3 of what they did before (as a % of base mana). I’m not going to explore this point in too much detail, because it would require making some kind of complicated Consumer Price Index for spell costs. But keep it in mind when comparing 5.0 numbers to 6.0 numbers.

Even if I did some elaborate normalization of spell costs, that wouldn’t mean much. Damage comes in in different amounts now, and you use your spells in different quantities. Basically, we can’t compute a precise watershed amount of mana or regen that will make 6.0 healing feel exactly the same as 5.0 healing, since too many other things changed. We’ll look at the comparison as well as we can though.

We do have to adjust for deflation somehow though, since 1 mana means something very different in each of the 3 time periods in the above chart. For the most part I’m simply going to use total mana pool size as the reference. That is, since it’s gone from 300,000 to 160,000, assume that 1 mana now is equivalent to roughly 300/160 = 1.875 pre-squish mana. The point above about changing spell costs is mostly to say that this is likely an underestimate of the difference.